Fun displacement lighting issue times

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Squablo

L1: Registered
Jul 29, 2017
31
I'm trying to make the ground in my map displacements, but this kind of thing keeps happening where two displacements meet up:
20171020122221_1.jpg 20171020122239_1.jpg 20171020122246_1.jpg 20171020122253_1.jpg 20171020122317_1.jpg 20171020122324_1.jpg 20171020122327_1.jpg 20171020122339_1.jpg
I've already made sure that no displacements had faces that collide with each other and made set the smooth group on all of them to 1. Here's the compile log if you want to look at it:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_russet_a13/harvest/blendgrassground001_nosprites_wvt_patch
Patching WVT material: maps/koth_russet_a13/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_russet_a13/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/koth_russet_a13/russet/blendgrassgravel01_wvt_patch
Patching WVT material: maps/koth_russet_a13/nature/blendgrassground001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1584 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (433354 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2838 texinfos to 1820
Reduced 63 texdatas to 57 (1568 bytes to 1360)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13.bsp
Wrote ZIP buffer, estimated size 2693, actual size 2077
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13"

Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\current russet\koth_russet_a13.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\current russet\koth_russet_a13.prt
632 portalclusters
2124 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (103)
Optimized: 5970 visible clusters (2.49%)
Total clusters visible: 240234
Average clusters visible: 380
Building PAS...
Average clusters audible: 631
visdatasize:105339 compressed from 101120
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\current russet\koth_russet_a13.bsp
1 minute, 43 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\current russet\koth_russet_a13.bsp
Setting up ray-trace acceleration structure... Done (0.62 seconds)
4752 faces
981078 square feet [141275296.00 square inches]
102 Displacements
79449 Square Feet [11440714.00 Square Inches]
4752 patches before subdivision
80572 patches after subdivision
sun extent from map=0.087156
99 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 7084419, max 1300
transfer lists: 54.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(457758, 223487, 128962)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(48067, 17670, 10584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8113, 2227, 1371)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1363, 344, 218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(293, 71, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(64, 16, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(16, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0223 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 26/1024 1248/49152 ( 2.5%)
brushes 926/8192 11112/98304 (11.3%)
brushsides 7156/65536 57248/524288 (10.9%)
planes 4170/65536 83400/1310720 ( 6.4%)
vertexes 7758/65536 93096/786432 (11.8%)
nodes 1413/65536 45216/2097152 ( 2.2%)
texinfos 1820/12288 131040/884736 (14.8%)
texdata 57/2048 1824/65536 ( 2.8%)
dispinfos 102/0 17952/0 ( 0.0%)
disp_verts 8150/0 163000/0 ( 0.0%)
disp_tris 12864/0 25728/0 ( 0.0%)
disp_lmsamples 212484/0 212484/0 ( 0.0%)
faces 4752/65536 266112/3670016 ( 7.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3551/65536 198856/3670016 ( 5.4%)
leaves 1440/65536 46080/2097152 ( 2.2%)
leaffaces 5651/65536 11302/131072 ( 8.6%)
leafbrushes 1770/65536 3540/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 38976/512000 155904/2048000 ( 7.6%)
edges 23384/256000 93536/1024000 ( 9.1%)
LDR worldlights 99/8192 8712/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 643/32768 6430/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11484/65536 22968/131072 (17.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 24/512 8448/180224 ( 4.7%)
LDR lightdata [variable] 4002728/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 105339/16777216 ( 0.6%)
entdata [variable] 87961/393216 (22.4%)
LDR ambient table 1440/65536 5760/262144 ( 2.2%)
HDR ambient table 1440/65536 5760/262144 ( 2.2%)
LDR leaf ambient 7436/65536 208208/1835008 (11.3%)
HDR leaf ambient 1440/65536 40320/1835008 ( 2.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/2250 ( 0.0%)
pakfile [variable] 2077/0 ( 0.0%)
physics [variable] 433354/4194304 (10.3%)
physics terrain [variable] 19604/1048576 ( 1.9%)

Level flags = 0

Total triangle count: 14748
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\current russet\koth_russet_a13.bsp
28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Current Russet\koth_russet_a13.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_russet_a13.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -w 1920 -h 1080 -novid +map "koth_russet_a13" -steam

Obviously I've screwed up somewhere so could anybody please help me figure out where?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
Those don't look like lighting issues, those look like texture alignment issues. Use the face editor to line up the textures.
upload_2017-10-20_15-42-50.png
Playing around with and understanding these settings should make keeping your textures lined up super easy.

EDIT: My bad, I didn't look close enough. See iiboharz's post below for a more accurate response.
 
Last edited:

iiboharz

eternally tired
aa
Nov 5, 2014
854
Those don't look like lighting issues, those look like texture alignment issues

No, this is almost certainly lighting issues. It's to do with how displacements handle lightmaps. I believe they're relative to the size of the displacement which can cause issues like this. Honestly your best bet is to just change the lighting conditions around these seams, or change how the displacements are made
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,267
No, this is almost certainly lighting issues. It's to do with how displacements handle lightmaps. I believe they're relative to the size of the displacement which can cause issues like this. Honestly your best bet is to just change the lighting conditions around these seams, or change how the displacements are made
I had this one in a previous map with a lot of displacements. I made all of the lightmaps line up(same relative size) and I made them all align along the displacement grid. I think that's how I did it at least, can't remember properly
 

Squablo

L1: Registered
Jul 29, 2017
31
I had this one in a previous map with a lot of displacements. I made all of the lightmaps line up(same relative size) and I made them all align along the displacement grid. I think that's how I did it at least, can't remember properly
Noob question, but how do I actually line up the lightmaps?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,267
Noob question, but how do I actually line up the lightmaps?
By that I meant get displacements lining up properly, and have the same lightmap size
NOT like this\/\/
_____________
|//////|//////|
|//////|//////|
|//////|//////|
|//////|//////|
|_____|//////|
|//////|//////|
|//////|//////|
like this\/\/
_____________
|//////|//////|
|//////|//////|
|//////|//////|
|//////|//////|
|_____|_____|
|//////|
|//////|
|//////|
|_____|
You see what I mean from my garbage line art?
 

Squablo

L1: Registered
Jul 29, 2017
31
So is this the kind of thing you're talking about?
Untitled.png wer.png
 

Squablo

L1: Registered
Jul 29, 2017
31
They're different displacements where the grid aligns with whatever grid the neighboring displacements have. The picture on the right is these three displacements:
face1.png
face3.png
face2.png
Meeting up like this:
allfaces.png
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,267
DisplacementG1.PNG

Make them like this, every edge aligned with the adjoining ones, and the same power(I use 3 mainly)^^^^^
DisplacementB1.PNG

Not like this. As you can see, displacements don't match the adjoining edges, so the sew won't work. You know if it's correct if the displacements sew together
DisplacementB2.PNG

This one may look ok, but the edge is not flush with one; two doesn't work with the sew, but you can possibly do that manually. The light may be broken here, so I'd do the first example to make sure
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,267
They're different displacements where the grid aligns with whatever grid the neighboring displacements have. The picture on the right is these three displacements:
face1.png
face3.png
face2.png
Meeting up like this:
allfaces.png
That seems fine. Just make sure it happens on everything, and the dividing power is the same for all
 

Squablo

L1: Registered
Jul 29, 2017
31
Ok. I'll make sure it's all set up right and give it a go.
 

Squablo

L1: Registered
Jul 29, 2017
31
I cut them up so they all aligned and they still had the lighting issues. However, I thought of something else: since the displacements technically start at different heights, some can't be sown together. Should I make them all the same height? Do you think that would change things?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,267
I cut them up so they all aligned and they still had the lighting issues. However, I thought of something else: since the displacements technically start at different heights, some can't be sown together. Should I make them all the same height? Do you think that would change things?
Do the issues appear between any of the displacements that are the same height and such?
 

Squablo

L1: Registered
Jul 29, 2017
31
A lot of them do, yes. I'm gonna set them all to the same height and see if things work
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,267
A lot of them do, yes. I'm gonna set them all to the same height and see if things work
What I did was make every ramp the same height as the more noticable shadow fail, and lower/raise. An overlay may help disguise it as well. Focus on making the edges completely flush, then texture.
 

Squablo

L1: Registered
Jul 29, 2017
31
I set it so the displacements were all based at the same height and the lighting bugs are gone now. Thank you all for your help!